Method and system for replaying a voice message and displaying a signed digital photograph contemporaneously

ABSTRACT

Disclosed are methods and systems for generating digital memorabilia including: providing a digital memorabilia signor with a digital photograph, a digital sports jersey, or a combination thereof; receiving at least one of an electronic signature or an electronic written message from the digital memorabilia signor to be embedded in the digital photograph, the digital sports jersey, or the combination thereof; embedding the at least one of an electronic signature or an electronic written message from the digital memorabilia signor into the digital photograph, the digital sports jersey, or a combination thereof to form the generated digital memorabilia; sending the generated digital memorabilia including the electronic signature and the electronic written message to a verification service to verify authenticity of the electronic signature and electronic written message in the generated digital memorabilia; and delivering the generated memorabilia to a digital receiver.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is a continuation claiming priority from U.S.Non-Provisional patent application Ser. No. 14/809,697 filed on Jul. 27,2015, which is a continuation in part claiming priority from U.S.Non-Provisional patent application Ser. No. 13/683,247 filed Nov. 21,2012, which claims priority from U.S. Provisional Patent Application No.61/564,552, filed Nov. 29, 2011 and titled, “Method to Provide DigitalMemorabilia Utilizing Biometric Verification,” which are incorporated byreference herein in their entirety.

TECHNICAL FIELD

The present invention relates generally to digital memorabilia, and moreparticularly, to systems and methods for personalizing digital fantasysports memorabilia.

BACKGROUND

Celebrities and/or athletes attempt to monetize their “fame” (e.g.,their talent, access, status, attention, etc.) in a variety of ways.These ways can include the creation of content, such as signedmemorabilia, etc. Markets for celebrity memorabilia, e.g., signed sportsequipment, autographed cards, jerseys, pictures, etc., have developedover the years. However, despite the availability of companies thatevaluate and certify memorabilia, an ever-present danger of fraud stillexists. Such memorabilia fraud can discourage fans from purchasingcelebrity memorabilia.

In light of the above, there exists a need for an effective andlow-maintenance system and method to ensure authenticity of celebritymemorabilia.

SUMMARY

The present technology provides a method for generating digitalmemorabilia, which may advantageously feature both replaying of a voicemessage and displaying of a signed digital photograph to the receiver ofdigital memorabilia. The replaying of a voice message and displaying ofa signed digital photograph may occur contemporaneously. This techniqueprovides a more personalized digital autograph experience to thereceiver of digital memorabilia. This technique also provides for theauthentication of the signor (e.g., the celebrity) of digitalmemorabilia.

In one embodiment, a non-transitory computer readable storage mediumhaving embodied thereon a program, the program being executable by acomputer to perform a method for generating digital memorabilia isprovided. The method may include providing the signor of the digitalmemorabilia with a digital photograph, receiving a voice message and atleast one of an electronic signature and an electronic written messagefrom the signor of the digital memorabilia, the voice message and the atleast one of an electronic signature and an electronic written messageassociated with the digital photograph, embedding the at least one of anelectronic signature and an electronic written message into the digitalphotograph, and delivering the digital photograph with the voice messageand the embedded at least one of an electronic signature and anelectronic written message to the receiver of the digital memorabilia.

In another embodiment, a method for enrolling the signor of digitalmemorabilia is provided. The method may include receiving informationfrom the signor, the information associated with creating an account forthe service for generating digital memorabilia, creating an account forthe signor, receiving identification data from the signor in order toconfirm the identity of the signor, initiating the biometricverification workflow, verifying the identity of the signor through atleast one of an in-person meeting and a remote meeting, receiving atleast one voice sample and at least one handwriting sample from thesignor, and utilizing the at least one voice sample, the at least onehandwriting sample, and facial recognition to authenticate the identityof the signor.

Therefore, a need exists to provide methods and systems for autographingdigital fantasy sports memorabilia and authenticating such autographs.The advantages of such methods and systems include, but are not limitedto, further monetizing one untapped revenue stream while furtherproviding a service for fans that is not currently being met. Byauthenticating autographed digital fantasy sports memorabilia, theever-present danger of fraud can be avoided or highly reduced therebyproviding further encouragement and assurance of the authenticity ofthis digital fantasy sports memorabilia and the use of the disclosedmethods and systems. The disclosed methods and systems for incorporatingpersonalized digital media into fantasy sports memorabilia includes, forexample, player's images in fantasy sport software applications that canbe personalized by the players for fans and shared across a range ofactual and fantasy platforms. Additionally, athletes can participate inthese platforms and provide fans with incentives and rewards forparticipating in these methods and systems.

Athletes can autograph and personalize digital memorabilia (photographs,video, voice messages, etc.) for fans at sporting events or other liveappearances. This personalized digital memorabilia can be shared onfantasy sports platforms and can be further customized with the virtualteam's logos on the player's uniform, jersey, helmet, or hat if desired.Depending on the arrangements with individual sports, leagues, teams,and hosting organizations, real and fantasy player's personalizedmemorabilia can be featured on television broadcasts, streaming mediaonline, or posted to any number of social media platforms such asYouTube, Facebook, Instagram, or Pinterest, thus providing additionalrevenue streams from the disclosed methods and systems.

Disclosed are methods for generating digital fantasy sports memorabilia,the method includes: (a) providing a digital fantasy sports memorabiliasignor with a digital photograph (e.g., of the signor's actual team), adigital fantasy sports photograph, a digital fantasy sports jersey, or acombination thereof; (b) receiving an electronic signature, anelectronic written message, or a combination thereof from the fantasysports digital memorabilia signor to be embedded in the digitalphotograph (e.g., of the signor's actual team), the digital fantasysports photograph, the digital fantasy sports jersey, or a combinationthereof; (c) concurrently with or following step (b) receiving a voicemessage, video message, or a combination thereof from the digitalfantasy sports memorabilia signor to also be embedded in the digitalphotograph (e.g., of the signor's actual team), the digital fantasysports photograph, the digital fantasy sports jersey, or the combinationthereof; (d) embedding the electronic signature, the electronic writtenmessage, or a combination thereof from the digital fantasy sportsmemorabilia signor into the digital photograph (e.g., of the signor'sactual team), the digital fantasy sports photograph, the digital fantasysports jersey, or a combination thereof to form the generated digitalfantasy sports memorabilia; wherein the generated digital fantasy sportsmemorabilia also includes the voice message, video message, or acombination thereof embedded in the generated digital fantasy sportsmemorabilia; (e) sending the generated digital fantasy sportsmemorabilia including (i) the electronic signature, the electronicwritten message, or a combination thereof and (ii) the video message toa verification service to verify authenticity of the electronicsignature, electronic written message or a combination thereof and tofurther verify authenticity of the video message via facial recognitionin the generated digital fantasy sports memorabilia; and (f) afterverifying authenticity of the electronic signature, the written message,or a combination thereof and the video message in the generated digitalfantasy sports memorabilia, delivering the generated digital fantasysports memorabilia to a digital fantasy sports memorabilia receiver inreal time, or (g) storing the generated digital memorabilia for deliveryto the digital fantasy sports memorabilia receiver upon request.

In certain aspects, verification includes verifying authenticity of theelectronic signature and/or electronic written message of the generateddigital fantasy sports memorabilia by generating a scoring numberassociated with a digital fantasy sports memorabilia signoridentification verification in which the electronic signature and theelectronic written message must achieve at least a 95% confidence levelbased on an X,Y array coordinates including a statistical comparison ofvelocity between coordinates and relative position of points betweencoordinates and the video message must achieve at least a 90% confidencelevel based on facial recognition when compared to reference samples ofthe digital fantasy sports memorabilia signor.

In certain aspects, the electronic signature and/or the electronicwritten message must achieve at least a 95% confidence level based on anX,Y array coordinates including a statistical comparison of velocitybetween coordinates and relative position of points between coordinatesand the video message must achieve at least a 95% confidence level basedon facial recognition when compared to reference samples of the digitalfantasy sports memorabilia signor.

In certain aspects, the electronic signature and/or the electronicwritten message must achieve at least a 99% confidence level based on anX,Y array coordinates including a statistical comparison of velocitybetween coordinates and relative position of points between coordinatesand the video message in the generated digital fantasy sportsmemorabilia must achieve at least a 99% confidence level based on facialrecognition when compared to reference samples of the digital fantasysports memorabilia signor. In certain aspects, the video messageincludes audio, and in further aspects, the audio in the voice messagemust achieve at least a 90%, 95%, or 99% confidence level based onamplitude and frequency when compared to audio reference samples of thedigital fantasy sports memorabilia signor.

In certain aspects, the method further includes monitoring at least oneof an electronic signature, a voice message, or an electronic writtenmessage by a monitoring agent.

In certain aspects, the method further includes determining whether thegenerated digital fantasy sports memorabilia is delivered to the digitalmemorabilia receiver based at least in part on the monitoring agent.

In certain aspects, the method further includes generating a certificateof authenticity for the generated digital memorabilia including thepercentage of confidence of authenticity (e.g., guarantee of 100%authenticity).

In certain aspects, the method further includes delivering thecertificate of authenticity to the digital fantasy sports memorabiliareceiver (i.e., digital fantasy sports fan/participant). In certainaspects, the generated digital memorabilia may be archived and verifiedand/or authenticated at a later date before delivering the memorabiliato the receiver.

In certain aspects, the method further includes customizable settings bythe digital fantasy sports memorabilia signor.

The method may further include (h) after delivering the generateddigital fantasy sports memorabilia to the digital fantasy sportsmemorabilia receiver, sharing the generated digital fantasy sportsmemorabilia with other participants in a fantasy sports league. Inaddition to or in the alternative, the method may also further includemodifying the generated digital sports memorabilia either before step(h) or concurrently with step (h) to include unique fantasy sportsindicia such as the fantasy sports team's logo, color, slogans, or anycombination thereof. In addition to or in the alternative, the methodmay also further include (h) after delivering the generated digitalfantasy sports memorabilia to the digital fantasy sports memorabiliareceiver, modifying the generated digital sports memorabilia to includeunique fantasy sports indicia and/or trading the generated digitalfantasy sports memorabilia with others in a same or different fantasysports league for incentives, the incentives selected from the groupconsisting of other digital fantasy sports memorabilia, league points,players from other's teams, or any combination thereof.

Also disclosed is a system for generating digital fantasy sportsmemorabilia, the system including: a memory for storing executableinstructions; a processor for executing the executable instructions, theexecutable instructions comprising: a content module that: provides adigital fantasy sports memorabilia to a digital photograph (e.g., of thesignor's actual team), a digital fantasy sports signor, the digitalfantasy sports memorabilia selected from the group consisting of adigital photograph of the signor in the signor's actual team's jersey,digital fantasy sports photograph, a digital fantasy sports jersey, or acombination thereof; receives at least one of an electronic signature oran electronic written message from the digital fantasy sportsmemorabilia signor, and optionally configured to receive a voicemessage, video message, or a combination thereof from the digitalfantasy sports memorabilia signor; an embedding module that embeds (i)at least one of an electronic signature or an electronic written messageand (ii) at least one of a voice message, video message, or acombination thereof from the digital fantasy sports memorabilia signorinto the digital fantasy sports memorabilia to generate the generateddigital fantasy sports memorabilia; a storage module that stores thegenerated digital fantasy sports memorabilia; and a delivery module thatdelivers the generated digital fantasy sports memorabilia to a digitalfantasy sports memorabilia receiver, wherein: the content module sendsthe electronic signature or electronic written message to a verificationservice that verifies authenticity of the electronic written message orelectronic signature of the generated digital memorabilia by generatinga scoring number associated with digital fantasy sports memorabiliasignor identification verification in which the electronic signature orthe electronic written message must achieve at least a 90%, 95%, or 99%confidence level based on an X,Y array coordinates including astatistical comparison of velocity between coordinates and relativeposition of points between coordinates and the voice message, videomessage, or a combination thereof must achieve at least a 90%, 95%, or99% confidence level based on amplitude and frequency and/or facialrecognition when compared to reference samples.

In certain aspects, the system is configured such that the deliverymodule delivers generated digital fantasy sports memorabilia to thedigital fantasy sports memorabilia receiver based on the scoring number.

In certain aspects, the system further includes executable instructionsfor a monitoring agent that monitors at least one of an electronicsignature, a voice message, or an electronic written message.

In certain aspects, the content module of the system sends theelectronic signature and electronic written message to a verificationservice that verifies authenticity of the electronic written message andelectronic signature of the generated digital memorabilia by generatinga scoring number associated with digital fantasy sports memorabiliasignor identification verification in which the electronic signature orthe electronic written message must achieve at least a 99% confidencelevel based on an X,Y array coordinates including a statisticalcomparison of velocity between coordinates and relative position ofpoints between coordinates and the voice message, video message, or acombination thereof must achieve at least a 99% confidence level basedon amplitude and frequency and/or facial recognition when compared toreference samples.

In certain aspects, the content module further includes executableinstructions to generate a certificate of authenticity for the generateddigital fantasy sports memorabilia.

In certain aspects, the content module is configured to deliver thecertificate of authenticity concurrently with the generated digitalfantasy sports memorabilia to the digital fantasy sports receiver.

In certain aspects, the content module is configured to deliver thecertificate of authenticity after delivery of the generated digitalfantasy sports memorabilia to the digital fantasy sports receiver.

Also disclosed herein is non-transitory computer readable mediumembodying a program executable in a computing device for generatingdigital fantasy sports memorabilia, the program including (a) a programcode for providing a digital fantasy sports memorabilia signor with adigital photograph (e.g., of the signor's actual team), a digitalfantasy sports photograph, a digital fantasy sports jersey, or acombination thereof; (b) a program code for receiving an electronicsignature, an electronic written message, or a combination thereof fromthe fantasy sports digital memorabilia signor to be embedded in thedigital photograph (e.g., of the signor's actual team), the digitalfantasy sports photograph, the digital fantasy sports jersey, or acombination thereof; (c) a program code for receiving a voice message,video message, or a combination thereof from the digital fantasy sportsmemorabilia signor to also be embedded in the digital photograph (e.g.,of the signor's actual team), the digital fantasy sports photograph, thedigital fantasy sports jersey, or the combination thereof; (d) a programcode for embedding the electronic signature, the electronic writtenmessage, or a combination thereof from the digital fantasy sportsmemorabilia signor into the digital photograph (e.g., of the signor'sactual team), the digital fantasy sports photograph, the digital fantasysports jersey, or a combination thereof to form the generated digitalfantasy sports memorabilia; wherein the generated digital fantasy sportsmemorabilia also includes a voice message, video message, or acombination thereof in the digital fantasy sports photograph; (e) aprogram code for sending the generated digital fantasy sportsmemorabilia including (i) the electronic signature, the electronicwritten message, or a combination thereof and (ii) the voice message,the video message, or the combination thereof to a verification serviceto verify authenticity of the electronic signature and/or electronicwritten message and the voice message and/or the video message in thegenerated digital fantasy sports memorabilia; and (f) a program code fordelivering the generated digital fantasy sports memorabilia to a digitalfantasy sports memorabilia receiver in real time or upon request.

The above mentioned methods and systems allow for the generation ofdigital memorabilia (e.g., unique, personalized digital memorabilia) bya celebrity or athlete, and more particularly allows for the generationof digital fantasy sports memorabilia by an athlete. These methods andsystems allow for monetizing a previously untapped revenue stream whilefurther providing a service for fans that is not currently being met. Byauthenticating the above digital fantasy sports memorabilia, theever-present danger of fraud can be avoided or highly reduced therebyproviding encouragement and assurance of the authenticity of thisdigital fantasy sports memorabilia.

Embodiments of the invention can include one or more or any combinationof the above features and configurations.

Additional features, aspects and advantages of the invention will be setforth in the detailed description which follows, and in part will bereadily apparent to those skilled in the art from that description orrecognized by practicing the invention as described herein. It is to beunderstood that both the foregoing general description and the followingdetailed description present various embodiments of the invention, andare intended to provide an overview or framework for understanding thenature and character of the invention as it is claimed. The accompanyingdrawings are included to provide a further understanding of theinvention, and are incorporated in and constitute a part of thisspecification.

BRIEF DESCRIPTION OF THE DRAWINGS

Certain embodiments of the present technology are illustrated by theaccompanying figures. It will be understood that the figures are notnecessarily to scale and that details not necessary for an understandingof the technology or that render other details difficult to perceive maybe omitted. It will be understood that the technology is not necessarilylimited to the particular embodiments illustrated herein.

FIG. 1 illustrates a block diagram of an exemplary environment of theinvention;

FIG. 2 illustrates an exemplary embodiment of the invention;

FIG. 3 illustrates a flow diagram of an exemplary enrollment method inaccordance with the invention;

FIG. 4 illustrates a flow diagram of an exemplary method for purchasingdigital memorabilia;

FIG. 5 illustrates a flow diagram of an exemplary process for receivingorders for digital memorabilia;

FIG. 6 is a flow diagram illustrating an exemplary method of generatingdigital memorabilia;

FIG. 7 illustrates an exemplary graphical user interface (GUI)displaying a digital memorabilia request;

FIG. 8 illustrates an exemplary GUI displaying a digital memorabiliarequest and personal message;

FIG. 9 illustrates an exemplary GUI for authographing;

FIG. 10 illustrates an exemplary GUI for voice authentication;

FIG. 11 illustrates an exemplary GUI displaying a failed authentication;

FIG. 12 illustrates a block diagram of an exemplary embodiment of aserver comprising modules;

FIG. 13 illustrates a flow diagram of an exemplary method of generatingdigital memorabilia;

FIG. 14 illustrates an exemplary GUI of an earnings report;

FIG. 15 illustrates an exemplary GUI of an earnings chart;

FIG. 16 illustrates a block diagram of an exemplary computing device;

FIG. 17 depicts personalizing digital memorabilia and sharing and/orstoring the personalized digital memorabilia according to the invention;

FIG. 18 depicts sharing personalized digital memorabilia between twoindividuals participating in the disclosed fantasy systems and methods;

FIG. 19 depicts personalizing digital memorabilia and sharing thispersonalized digital memorabilia in a plurality of fantasy sportsleagues;

FIG. 20 depicts digitally autographed memorabilia withoutpersonalization for use in a fantasy sports league; and

FIG. 21 depicts trading and modifying digitally autographed memorabiliabetween teams within a fantasy sports league.

DETAILED DESCRIPTION

While this technology is susceptible of embodiment in many differentforms, there is shown in the drawings and will herein be described indetail several specific embodiments with the understanding that thepresent disclosure is to be considered as an exemplification of theprinciples of the technology and is not intended to limit the technologyto the embodiments illustrated.

It will be understood that like or analogous elements and/or components,referred to herein, may be identified throughout the drawings with likereference characters. It will be further understood that several of thefigures are merely schematic representations of the present technology.As such, some of the components may have been distorted from theiractual scale for pictorial clarity.

Despite the demand for celebrity memorabilia, the creation of “content”,i.e., the media and athletic entertainment for which a celebrity isknown, is a time consuming process. Content creation typically involvesappearances and signings, endorsements, or personally branded products.These channels may involve high risk, heavy manual intensity, highupfront costs and commitments or a combination thereof. Using a digitalchannel may present advantages over the traditional channels such asinstantaneous fan connection, new scenarios for fans and celebrities tointeract, and scalability. Moreover, the digital channel may allow forfans to purchase fame on demand through an online marketplace, throughdigital memorabilia.

Generally speaking, the present technology may be directed to a methodand system for generating digital memorabilia, which may advantageouslyfeature both replaying of a voice message and displaying of a signeddigital photograph to the receiver of digital memorabilia. According tosome embodiments the present technology may employ a server to assist ingenerating, processing and tracking requests for digital memorabilia andstoring the digital memorabilia for access by the receiver. Mobiledevices may be used by a celebrity to generate the digital memorabiliaand assist in accurately authenticating the celebrity remotely. Theseand other embodiments of the present technology will be described ingreater detail below.

As defined herein, a digital memorabilia signor may be any person whogenerates digital memorabilia. A digital memorabilia signor may bereferred to herein as a signor, celebrity, or athlete.

FIG. 1 is a block diagram of an exemplary environment 100 for a digitalmemorabilia system. The environment 100 may include a mobile device 105,a network 110, a server 115, an optional third party authentication orverification server 120, and a customer device 125. The mobile device105 may be a tablet (e.g., an iPad or other similar device with atouchscreen), for use by a celebrity or signor to autograph digitalmemorabilia. The mobile device 105 may also be used to capture biometricdata for authorization. The mobile device 105 may connect to a network110, either wired or wirelessly through use of a router, modem, cellulartechnologies, or other similar technology. The network 110 can includeany type of data communication network, including an intranet, theInternet, a LAN, WAN, public network, private network, and anycombination of these.

A server 115 may communicate with the mobile device 105 through thenetwork 110. The server 115 may receive and store the digitalmemorabilia from the mobile device 105 and display it on a website. Theserver 115 may also receive and store biometric data captured orrecorded by the mobile device 105. Optionally, the server may send thebiometric data received to a third party authentication or verificationserver 120 for analysis or authentication. Alternatively, authenticationor verification may be performed by server 115. The server 115 mayperform additional functions which are described in detail below.

A customer device 125 (e.g., a tablet, phablet, computer, smartphone,etc.) may communicate with the server 115 through the network 110. Thecustomer device 125 may view the digital memorabilia at a website hostedby the server 115. The customer device 125 may also place orders orrequests for digital memorabilia.

FIG. 2 illustrates an exemplary embodiment of digital memorabilia 200.The digital memorabilia 200 may include a digital item (e.g., a digitalphoto of the celebrity, a customer-provided photo, etc.). Optionally, adigital watermark 205 may be embedded into the digital item. The digitalwatermark 205 may indicate the origin of the digital item, theauthenticity of the item, etc. An optional Universal Resource Locator(URL) 210 may be included with the digital watermark 205. The URL 210may be a shortcode URL 210 to facilitate authentication of the digitalmemorabilia. The shortcode URL 210 may also facilitate sharing of thedigital memorabilia (e.g., through email, social networks (Twitter,Facebook, etc.), text messages, websites, etc.) Alternatively, theshortcode URL 210 may be separate from the digital watermark.

The digital memorabilia 200 may also include or be associated with acertificate of authenticity 215. The certificate of authenticity 215 maybe displayed with the digital memorabilia 200 when viewed at the URL 210or available as a download. The certificate of authenticity 215 mayserve as a verified chain of custody for the digital memorabilia. Thecertificate of authenticity 215 may include information such astimestamps (e.g., the date and time at which the digital memorabilia waspurchased, the date and time at which the digital memorabilia was signedby the celebrity, the date and time the digital memorabilia was verifiedor approved, or the date and time at which the digital memorabilia wasreceived), the unique document identification of the digitalmemorabilia, the owner (e.g., the purchaser or customer) information(e.g., email, name, etc.), ownership history of the digital memorabilia,the internet protocol (IP) address or device identification (ID) of thesignor's device, information of the biometric authentication of thesignor, a real time redrawing of the signature or message, or a thirdparty stamp of approval.

Optionally, the digital memorabilia 200 may be available for download220 through the shortcode URL 210 without the digital watermark 205. Inone embodiment, the digital memorabilia 200 may include an optionalpersonalized message 225 from the signor (e.g., the celebrity). Thepersonalized message 225 may be a requested message by the customer.

The digital memorabilia 200 may include the autograph or signature 230of the celebrity. A stylus or other input device may be used to enterthe signature 230. The signature 230 may be digitally sampled orinterpolated and sharpened or neatened. An example of digital samplingmay be to record the X, Y coordinates and the time at which thecoordinates were captured. The digital sampling and sharpening may occuron the mobile device for the signor to view. Optionally, a server mayperform the neatening each time the digital memorabilia 200 isdisplayed. The data underlying the signature may be stored separatelyfrom the photo, allowing for vector scaling of the signature 230 toenable physical enlargements. The separate storage may allow for vectorscaling independent from the digital image. Optionally the signature 230may be scaled at a fixed aspect ratio in relation to the digital image.

The digital memorabilia 200 may optionally include an audio messagerecorded by the celebrity to the owner. The audio message may beaccessed through the URL 210.

After the celebrity has completed personalizing the digital memorabilia,the digital memorabilia may be automatically sent 235 to the owner fromthe email of the celebrity.

In one embodiment, the digital memorabilia may be comprised of fourparts or layers: (1) a digital photo layer, (2) a digital signature andmessage capture layer, (3) a unique voiceprint, and (4) a certificate ofauthenticity. Each layer may be separately stored to allow foradjustments in recreating the digital memorabilia. The digitalmemorabilia may be stored in a server and accessible through a URL.

FIG. 3 illustrates an exemplary method 300 for enrolling signors orcelebrities in a system for digital memorabilia. The celebrity maysubmit their username or identification to the digital memorabiliasystem in step 305. The username or identification may be associatedwith a signor's mobile or electronic device. In an optional step 310 thecelebrity may receive at a verified email address an email link todownload a mobile device application. Alternatively, the celebrity mayobtain the mobile device application through an online application store(e.g., Apple's App Store, Google Play, Amazon App Store, etc.). Once theapplication is received, the celebrity may create an account through themobile device application at step 315. In step 320, the celebrityprovides the necessary legal identification (e.g., Social Securitynumber) to confirm their identity or ensure the signor may be legallypaid. In optional step 325, the celebrity may provide their bankinginformation to support direct deposit of earnings. Such earnings areassociated with the signor generating digital memorabilia. The celebritymay then initiate the biometric verification process at step 330, asdescribed in detail below. In optional step 335, a camera on the mobiledevice may be activated by the application to provide live video feed toa server, allowing the celebrity's identity to be visually verified andmonitored during the remaining enrollment process at optional step 340.Optionally, the signor's identity may be verified through an in-personmeeting.

In step 345, the celebrity records the necessary amount of voice samplesto enroll in a voice authentication system. The voice samples may becaptured by the mobile device's onboard microphone. The necessary amountof voice samples may be at least one voice sample to any number requiredto serve as a sufficient baseline of biometric data for authenticatingthe celebrity or signor's voice. For example, 5 to 10 voice samples maybe recorded. The voice authentication system may use standard voiceprintanalysis to identify the speaker. Such a system may take the fullfidelity audio file recorded and break down the recording to analyzeamplitude and frequency of certain vocal characteristics. The analysisallows for statistical comparison between the previously acceptedsamples, or baseline and new samples recorded by the celebrity.Optionally, newly accepted samples may also be analyzed to add to theaccuracy of future voice recordings. The voice authentication orverification system may be run by third parties or performed by thedigital memorabilia system.

In step 350, the celebrity provides the necessary amount of handwritingsamples to enroll in a handwriting authentication or verificationsystem. The necessary amount of handwriting samples may include at leastone sample to any number required by the handwriting authenticationsystem to serve as a sufficient baseline of biometric data forauthenticating the celebrity or signor's handwriting or signature. Forexample, 10 to 15 signatures may be recorded. The handwriting samplesmay be recorded using a stylus on the mobile device, allowing the mobiledevice to capture stylus touch events at a defined frequency. Such touchevents may include recording input positions in X, Y, coordinates andthe timestamp of each event. The input may be stored as an array of X,Y, time coordinates and sent from the device to a server. A statisticalcomparison of the velocity between points, relative position of points,and proprietary writing indicators, such as the width of certain loops,may be used to assess the authenticity of the signature. Verifiedsignatures may be used to add to the accuracy of future signatures. Thehandwriting authentication or verification system may be run by thirdparties or performed by the digital memorabilia system. Once the methodends, the celebrity or signor is authenticated for remote digitalmemorabilia signing and additional video verification is optional.

In the above method, the handwriting authentication may reach aconfidence level of 90%. Similarly, the voice authentication may alsoreach a confidence level of 90%. The combination of the confidencelevels may reach a confidence level of 99% that the signor is thecelebrity.

While the above embodiment may utilize two non-invasive forms ofverification to authenticate the identification of the celebrity orsignor, other forms of biometric authentication may be used. Suchbiometric authentication may comprise facial recognition (e.g., throughcamera or video), fingerprint recognition, handprint recognition, irisrecognition, retina recognition, or other similar forms of non-invasiveidentification. Similar methods of gathering the baseline data for eachform of identification may be used as described above.

FIG. 4 illustrates an exemplary method 400 for purchasing digitalmemorabilia. A customer may visit a website offering digital memorabiliain step 405. At step 410, the customer may browse selection of celebrityor athlete listings. The customer may select a given celebrity to viewfurther information of available digital items (e.g., professionaldigital photographs of the celebrity, images, etc.) or be allowed toupload a digital item of the customer's choice at step 415. Once thecustomer selects or uploads a digital item, the customer may proceed tostep 420 to select the area where they would like the photo to be signedby the celebrity. Optionally at step 430, the customer may add apersonalized message for the celebrity to include on the digitalmemorabilia. Optionally, the customer may add a personalized message forthe celebrity to include in a voice recording in step 435. The customermay optionally include a note to the celebrity at step 440. The optionalnote will not be written on the digital memorabilia or stored in a voicerecording. The customer confirms the purchase and begins the checkoutprocess in step 445. At step 450, the customer enters the name and emailaddress of the intended owner or receiver of the digital memorabilia.The customer enters their payment information at step 455. In step 460,the customer submits order and receives a confirmation screen. At step465, the customer receives an email receipt of the order.

FIG. 5 is a flowchart of another embodiment illustrating a method 600 ofpurchasing of digital memorabilia. A server 105 hosts a websiteaccessible by the public offering digital memorabilia in step 505. Instep 510, the website may provide a selection of celebrity and athletelistings. At step 515, the website may display additional informationabout a given celebrity at the request of a customer or user (e.g.available digital items such as professional photographs, images, etc.,)or receive an uploaded digital item from the customer. In step 520, thewebsite receives a customer's chosen selection or upload. At step 525,the website may receive a customer's requested signature location on thedigital memorabilia. At optional step 530, the website may receive acustomer's request for a personalized message for the celebrity toinclude on the digital memorabilia. In optional step 535, the websitemay receive a customer's request for a personalized message for thecelebrity to record. At optional step 540, the website may receive acustomer's note to be provided to the celebrity. In step 545, thecustomer confirmation of the purchase is received and the checkoutprocess begins. At step 550, the name and email of the intended receiverof the digital memorabilia is received from the customer. In step 555,the customer's payment information is received (e.g., credit card, giftcard, debit card, etc.). At step 560, the customer's submission of thecompleted order is received and a confirmation screen is provided. Anemail receipt of the digital memorabilia order is provided to thecustomer in step 565.

In one embodiment of the present invention, the interaction betweencelebrities and fans or customers may be monitored, herein “monitoredinteraction.” Such monitoring may serve to protect the celebrities, thefans, or both from harm, damage to reputation, etc. The monitoring mayinclude screening the content of submitted digital memorabilia orders.The screening may identify unapproved content, such as profanity,racism, verbal abuse, unauthorized images, etc. Optionally a tieredscreening method or system may be used. One tier may identify contentthat will be strictly prohibited and rejected (e.g., verbal abuse,racism, bigotry, etc.) Another tier may allow the celebrity or signor topersonalize settings for their preference to allow certain interaction(e.g., profanity, offensive language or images, etc.). In anotherembodiment, pattern recognition or data mining may be used to adapt ormodify the monitored interaction to the celebrity's preference. Suchpattern recognition or data mining may include information received fromcelebrity's rejection of digital memorabilia order as described below.The monitored interaction may optionally be applied to screen thefinished digital memorabilia from the celebrity. The monitoredinteraction may be automated or partially automated (e.g., a monitoringprogram running on a server). Optionally, the monitored interaction mayflag content for further review by a human (e.g., content that may beconsidered borderline offensive).

FIG. 6 is a flowchart illustrating an exemplary method 600 for thesignor to produce digital memorabilia. At step 605, the signor receivesa notification that they have pending digital memorabilia to sign. Sucha notification may be performed via email, through the mobile deviceapplication, text messaging, or other similar methods. In step 610, thesignor opens the mobile device application and is taken to a homescreen. At step 615, the signor may access the first digital memorabiliafor signing from the home screen. An exemplary embodiment of a graphicaluser interface (GUI) 700 displaying the first digital memorabilia isshown in FIG. 7. The signor may view orders for digital memorabilia inqueue by signatures 705. The signor may choose to reject 710 or sign 715the digital memorabilia.

Step 620 takes the signor to a signature screen where they are presentedwith an optional note from the customer and a personalized message forthe signor to include with the autograph. An exemplary embodiment of aGUI 800 displaying the digital memorabilia 805 and personalized message810 is shown in FIG. 8. The GUI 800 may also display a note 815 to thesignor. Optionally, the signature screen may include a personalizedmessage for the signor to verbally record (not shown). Alternatively,the personalized message for verbal recording may appear on a separatescreen.

The signor then writes the personalized message and signs the screen atstep 625. FIG. 9 shows an exemplary embodiment of a GUI 900 for thesignor to input the message and autograph. In step 630, the signorsubmits the message or signature and may preview the digital memorabiliaor perform voice authentication. The signor authenticates his voice byrecording a voice sample at step 635. The voice sample may be a prompt(e.g., a string of numbers, phrase, etc.) or the signor's choice ofwords. Optionally, if a personalized verbal message is requested, theverbal message may be used to perform voice authentication. FIG. 10shows an exemplary embodiment of a voiceprint authentication GUI 1000.The signor may initiate the recording by using the record button 1005and recite the prompt 1010. After providing the voice sample the signormay be redirected, at step 640, to the next pending signature or thehome screen. The mobile device application sends the stored signaturedata and voice sample over the network 110 to the server 115 in step645.

In one embodiment, if a signature or voice authentication check does notpass the verification system, a failed authorization may be displayed tothe signor, as illustrated in the exemplary GUI in FIG. 11. Thehandwriting or voice authentication or verification may be performed inreal time. Optionally, the authentication may be performed after thestored signature data and voice sample are sent to the server.

FIG. 12 illustrates an embodiment of a server 115 comprising modules forcarrying out an embodiment of the present invention. As used herein, theterm “module” may also refer to any of an application-specificintegrated circuit (ASIC), an electronic circuit, a processor (shared,dedicated, or group) that executes one or more software or firmwareprograms, a combinational logic circuit, and/or other suitablecomponents that provide the described functionalities. The server 115may comprise a content module 1205, an embedding module 1210, a storagemodule 1215, and a delivery module 1220. The server 115 may also includean optional monitoring agent 1225. Additional physical componentscomprising a server are described in greater detail below in FIG. 16.The modules comprise instructions and may be stored in memory or on amass storage device and executable by a processor.

The content module 1205 may provide a digital memorabilia signor (e.g.,celebrity or athlete) with a digital item (e.g., a digital photograph).The content module 1205 may provide the digital item through a signor'smobile device application. The content module 1205 may also receive atleast one electronic signature or an electronic written message from thedigital memorabilia signor. The electronic signature or electronicwritten message may be associated with the sent digital photograph.Optionally, the content module 1205 may receive a voice message from thesignor associated with the digital photograph. Optionally, the contentmodule 1205 may send the electronic signature or electronic writtenmessage to a verification service. The verification service may generatea scoring number (e.g., a percentage) associated with a signor'sidentification verification. The scoring number may indicate thelikelihood that the electronic signature or electronic written messageis authentically produced by the signor. Alternatively, the contentmodule, or another module on the server may perform the verification andgenerate the scoring number. The content module 1205 may also generate acertificate of authenticity for the digital photograph with the voicemessage, electronic signature, or electronic written message. Thecertificate of authenticity may include information as described abovein FIG. 2.

The embedding module 1210 may embed an electronic signature orelectronic written message from the signor into the digital photograph.Optionally, the embedding module 1210 may appropriately scale or renderthe electronic signature or electronic written message. Such scaling maybe performed according to the vector scaling described above or by othersimilar methods.

The storage module 1215 may store the digital photograph with the voicemessage and the embedded electronic signature, electronic writtenmessage, or both.

The delivery module 1220 may deliver the digital photograph with thevoice message and embedded electronic signature, electronic writtenmessage, or both to a digital memorabilia receiver (e.g., customer orowner). Optionally the delivery module 1220 may be configured to deliverdigital memorabilia based in part on the scoring number. For example, ifthe scoring number indicates a low likelihood the electronic signature,electronic written message, or voice message is authentic, the deliverymodule 1220 may not deliver the digital memorabilia to the receiver.Scoring numbers that are above a threshold (e.g. 90%) indicatingauthenticity may allow the digital memorabilia to be delivered. Thedelivery module 1220 may also deliver the digital memorabilia comprisingthe digital photograph with the voice message and embedded electronicsignature, electronic written message, or both depending on the approvalof a monitoring agent. For example, if the electronic written message orvoice message comprises prohibited content, the delivery module 1220 mayprevent delivery of the digital memorabilia.

The optional monitoring agent 1225 may perform the monitoringinteraction functions between signors (e.g., celebrities) and receivers(e.g., customers, fans, owners, etc.) as described above. The monitoringagent 1225 may also utilize pattern recognition or data mining to adaptor modify the monitored interaction to the signor's preference.

FIG. 13 illustrates an exemplary method 1300 of generating digitalmemorabilia. At step 1305, a server 105 may provide the digital item(e.g., a digital photo) to the signor. The digital item may bedistributed through the content module 1205 as described in FIG. 12.

In step 1310, the server 105 may receive data for an electronicsignature, a written message, or a voice message from the signor. Atstep 1315, the server 105 may verify the voice data against previouslystored voice samples for the signor. The verification may return ascoring number that indicates the likelihood that the new voice sampleis from the same person as the stored samples. As indicated above, thescoring number may be a percentage. Optionally, other similar scales maybe used. The verification may optionally be performed by sending thevoice data to a verification service.

In step 1320, the server 105 may verify the electronic signature orelectronic written message against previously stored handwriting samplesfor the signor. Similar to the voice verification, a scoring number maybe returned that indicates the likelihood that the new handwritingsample is from the same person as the stored samples.

At step 1325, the server 105 may determine whether to accept or rejectthe submission based on the combination of the scoring numbers from thevoice and handwriting verification. If the scoring number combination ishigh enough to indicate the likelihood the signor personally generatedthe digital memorabilia, the submission is accepted as a valid orauthentic digital memorabilia and the process proceeds to step 1330. Ifthe scoring number combination indicates a low likelihood the signorpersonally generated the digital memorabilia, the submission is notaccepted and may be returned to the signor to be re-performed, as shownin returning to step 1305.

In step 1330, the server 105 may render or embed the electronicsignature or electronic written message from the signor into the digitalphotograph and generate a certificate of authenticity. The embedding maybe performed by the embedding module 1210 and the certificate generationmay be performed by the content module 1205 as described above in FIG.12.

At step 1335, the server 105 may display the certificate of authenticityon a webpage as described above in FIG. 2, along with the renderedphotograph (e.g., the digital photograph and embedded signature ormessage). In step 1340, the server 105 may email the customer with alink to both the rendered photograph and certificate of authenticity.

Once the customer is provided the verified digital memorabilia, they maytake various actions through the website hosting the digitalmemorabilia. The customer may download multiple sizes of the digitalmemorabilia. Each size of the digital memorabilia may be re-rendered bythe server to optimize the scale of the signature on the photograph asdescribed above in FIG. 2. The customer may also view the certificate ofauthenticity, play the voice sample, or play back an animation of thesignature redrawing. The customer may also create a shortcode URL asdescribed in FIG. 2, to facilitate distribution and owner verificationfor friends. The computer may order physical prints of their digitalmemorabilia. The customer may one-click post the digital memorabilia tosocial networks (e.g., Facebook, Twitter, etc.)

FIG. 14 illustrates an exemplary GUI 1400 for displaying a signor'searnings report. The mobile device application may provide the signorwith statistics in the form of an earnings report 1405. Optionally, theapplication may display the daily earnings and number of orderscompleted by the signor for the current day 1410. The earnings report1405 may comprise the signor's total earnings amount 1415, the totalnumber of orders completed 1420, the average time per order 1425, anaverage cost per order 1430, and a signor's earnings efficiency 1435.Optionally, the application may serve as a platform to allow the signorto interact with customers or fans by posting messages 1440.

FIG. 15 illustrates an exemplary GUI 1500 providing a visual indication1505 of a signor's earnings (e.g., using a chart, graph, etc.). Thesignor's or celebrity's earnings or share of revenue may be distributedmonthly via direct deposit, mailed check, or other similar form ofpayment. Revenue distribution may also utilize a period of times (e.g.bi-monthly, quarterly, etc.) or milestones (e.g., predetermined revenueamounts, number of orders completed, etc.). Optionally, the service mayemploy measures to protect against fraud and returns. For example,holding accrued earnings for a period of time (e.g., 30 days).

FIG. 16 illustrates an exemplary computing system 1600 that may be usedto implement, for example, mobile device 105, server 115, or customerdevice 125. Computing system 1600 of FIG. 16 may be implemented in thecontexts of the likes of computing systems, networks, servers, orcombinations thereof. Computing system 1600 includes one or moreprocessors 1610 and memory 1620. Memory 1620 stores, in part,instructions and data for execution by processor 1610. Memory 1620 maystore the executable code when in operation. Computing system 1600further includes a mass storage device 1630, portable storage device(s)1640, output devices 1650, user input devices 1660, a graphics display1670, and peripherals 1680.

The components shown in FIG. 16 are depicted as being connected via asingle bus 1690. The components may be connected through one or moredata transport means. Processor 1610 and memory 1620 may be connectedvia a local microprocessor bus, and mass storage device 1630, peripheraldevice(s) 1680, portable storage device 1640, and graphics display 1670may be connected via one or more input/output (I/O) buses.

Mass storage device 1630, which may be implemented with a magnetic diskdrive or an optical disk drive, is a non-volatile storage device forstoring data and instructions for use by processor 1610. Mass storagedevice 1630 may store the system software for implementing embodimentsof the present invention for purposes of loading that software intomemory 1620.

Portable storage device 1640 operates in conjunction with a portablenon-volatile storage medium, such as a floppy disk, compact disk,digital video disc, USB storage device, and secure digital (SD) memorycard (e.g., SD, miniSD, and microSD), to input and output data and codeto and from the computer system 1600. The system software forimplementing embodiments of the present invention may be stored on sucha portable medium and input to the computer system 1600 via the portablestorage device 1640.

Input devices 1660 provide a portion of a user interface. Input devices1660 may include an alphanumeric keypad, such as a keyboard, forinputting alpha-numeric and other information, or a pointing device,such as a mouse, a trackball, stylus, or cursor direction keys. Inputdevices 1660 may also include a touchscreen. Additionally, computingsystem 1600 includes output devices 1650. Suitable output devicesinclude speakers, printers, network interfaces, and monitors.

Graphics display 1670 may include a (touch) liquid crystal display (LCD)or other suitable display device. Graphics display 1670 receives textualand graphical information, and processes the information for output tothe display device.

Peripherals 1680 may include any type of computer support device to addadditional functionality to the computer system. Peripherals 1680 mayinclude a GPS navigation device, (GSM) modem, satellite radio, router,and the like.

The components provided in computer system 1600 are those typicallyfound in computer systems that may be suitable for use with embodimentsof the present invention and are intended to represent a broad categoryof such computer components that are well known in the art. Thus,computer system 1600 may be a personal computer, hand-held computingsystem, phablet, tablet, telephone, smartphone, mobile computing system,workstation, server, minicomputer, mainframe computer, or any othercomputing system. The computer may also include different busconfigurations, networked platforms, multi-processor platforms, etc.Various operating systems may be used including Unix, Linux, Windows,Mac OS, Palm OS, Android, iOS (known as iPhone OS before June 2010),QNX, and other suitable operating systems.

FIGS. 17-21 depict exemplary systems and methods for generating digitalfantasy sports memorabilia. The previously disclosed computer systemsincluding, but not limited to, a personal computer, hand-held computingsystem, phablet, tablet, telephone, smartphone, mobile computing system,workstation, server, minicomputer, mainframe computer, or any othercomputing system may be used to implement the following methods, programcode(s), and systems. FIG. 17 is a block diagram of an exemplaryenvironment 1700 for implementing the methods and systems for generatingdigital fantasy sports memorabilia. In this environment 1700, using thedisclosed methods and systems a digital memorabilia signor including acelebrity, and more preferably an athlete, receives digital memorabilia(e.g., unpersonalized digital memorabilia) 1701 on their media device1702. The memorabilia may include, but is not limited to, a digitalphotograph (e.g., a photograph of the signor in the signor's actual teamjersey), a digital fantasy sports photograph, a digital jersey, adigital fantasy sports jersey, digital logo, or any combination thereof,and the media device 1702 may include, but is not limited to, to asmartphone, a laptop, and a personal digital assistant. After receivingthe digital memorabilia 1701, the digital memorabilia 1701 issubsequently personalized by, for example, the athlete on the digitalmedia device 1702. The athlete's digital media device 1702 may furtherinclude a stylus for autographing the memorabilia, for writing apersonal message in the memorabilia, or a combination thereof (i.e.,personalizing the memorabilia), and the athlete's digital media devicemay further include audio and/or video capabilities for recording apersonalized voice and/or video message that may also be embedded in thedigital memorabilia 1701 to subsequently for the generated digitalfantasy sports memorabilia 1703. In certain aspects, digital mediadevice 1702 may be linked to a separate database 1704 for archiving,retrieving, and personalizing the digital memorabilia 1701, and/or thepersonal media device 1702 may be configured to directly personalize thedigital memorabilia 1701 in real time, independently of database 1704,to generate the generated digital fantasy sports memorabilia 1703. Inparticular, an electronic signature, an electronic written message, or acombination thereof from the athlete may be embedded into the digitalmemorabilia and may further optional include a voice message, a videomessage, or a combination thereof from the athlete embedded into thedigital memorabilia to generate the generated digital fantasy sportsmemorabilia 1703.

In certain aspects and while or after generating the generated digitalfantasy sports memorabilia 1703, it is imperative to verify and validatethe digital memorabilia signor's authenticity. This may be accomplishedby sending the generated digital fantasy sports memorabilia 1703including the electronic signature, the electronic written message, or acombination thereof to a verification service to verify authenticity ofthe electronic signature and electronic written message in the generateddigital fantasy sports memorabilia. In certain aspects, validation isconducted by verifying authenticity of the electronic signature orelectronic written message of the generated digital fantasy sportsmemorabilia by generating a scoring number associated with digitalfantasy sports memorabilia signor identification verification in whichthe electronic signature and the electronic written message must achieveat least a 90% confidence level based on an X,Y array coordinatesincluding a statistical comparison of velocity between coordinates andrelative position of points between coordinates and the voice message,video message, or combination thereof, if present, must achieve at leasta 90% confidence level based on amplitude and frequency and/or facialrecognition when compared to reference samples of the digital fantasysports memorabilia signor. Facial recognition can be calculated using atwo dimensional mapping matrix comparing X,Y array coordinates of thedigital memorabilia signor and comparing these values to a control,reference sample. In other aspects, the electronic signature or theelectronic written message must achieve at least a 95% confidence levelbased on an X,Y array coordinates including a statistical comparison ofvelocity between coordinates and relative position of points betweencoordinates and the voice message, video message, or combinationthereof, if present, must achieve at least a 95% confidence level basedon amplitude and frequency and/or facial recognition when compared toreference samples of the digital fantasy sports memorabilia signor. Inadditional aspects, the electronic signature and the electronic writtenmessage must achieve at least a 99% confidence level based on an X,Yarray coordinates including a statistical comparison of velocity betweencoordinates and relative position of points between coordinates andwherein at least one of the voice message, the video message, or acombination thereof is present in the generated digital fantasy sportsmemorabilia and must achieve at least a 99% confidence level based onamplitude and frequency and/or facial recognition when compared toreference samples of the digital fantasy sports memorabilia signor.

After verifying authenticity of the electronic signature, the writtenmessage, or a combination thereof and a voice message, a video message,or a combination thereof (if present) in the generated digital fantasysports memorabilia 1703, the generated digital fantasy sportsmemorabilia is delivered to a digital fantasy sports memorabiliareceiver's device 1705 (e.g., a fantasy sports participant's phone,computer, laptop, etc.), which may include directly delivering thisgenerated digital fantasy sports memorabilia to an application 1706 onthe digital fantasy sports receiver's device 1705. In certain aspects,the generated digital fantasy sports memorabilia 1703 may be shared viasocial media 1708 from the device 1705, and/or the generated digitalfantasy sports memorabilia 1703 may be stored 1707, for example, viacloud computing for later use. In certain alternative aspects, thegenerated digital fantasy sports memorabilia may be delivered to thereceiver before verification/authentication. Subsequentauthentication/verification may take place, and then the authenticatedgenerated digital memorabilia may be delivered to the receiver.

Referring to FIG. 18, the digital memorabilia signor, for example anathlete, personalizes digital memorabilia 1701 as described above toform the generated digital fantasy sports memorabilia 1703. As alludedto above, personalization can include incorporating an autograph, apersonalized written message, a video, a personalized video, or anycombination thereof, but in general, the generated digital fantasysports memorabilia 1703 is addressed specifically to the digitalmemorabilia receiver (i.e., one or a plurality of fantasy sports fan(s))typically by name. After authentication, the generated digital fantasysports memorabilia 1703 may be delivered to a fantasy sports application1706 on the receiver's device 1705 where the generated digital fantasysports memorabilia 1703 may be subsequently further customized usingcustomizable options included in fantasy sports application 1706. Forexample, this generated digital fantasy sports memorabilia 1703 may befurther customized by incorporating a fantasy sport's teams logo,emblem, colors, changing colors, or any combination thereof 1709.

Referring to FIG. 19, the digital memorabilia signor, for example anathlete, personalizes digital memorabilia 1701 for the digitalmemorabilia receiver to form generated digital fantasy sportsmemorabilia 1703, and then this generated digital fantasy sportsmemorabilia may be shared between multiple fantasy sports leagues(collectively 1807), which the digital memorabilia receiver participatesin. In the alternative, the generated digital fantasy sports memorabilia1703 may be shared or traded in the same fantasy sports league. Forexample, as shown in FIG. 18, the generated digital fantasy sportsmemorabilia 1703 may be received by media device 1705 and/orcommunicated to the application 1706 on media device 1705. Thisgenerated digital fantasy sports memorabilia 1703 may be furthercustomized in application 1706 by incorporating a fantasy sports team'slogo, emblem, colors, or any combination thereof 1709, and thiscustomized memorabilia 1709 may be used in one or a plurality of digitalactivities including, but not limited to, use in multiple fantasy sportsleagues 1807. In certain aspects, the same athlete's image andpersonalization may incorporate each virtual team's uniform, logo,emblems, or any combination thereof 1807 for each of the digitalmemorabilia receiver's (i.e., fantasy sport's fan) virtual teams.

FIGS. 20 and 21 depict another embodiment 1900 of the invention in whichthe digital memorabilia 1701 may be autographed by the digitalmemorabilia signor using media device 1702, but the digital memorabilia1701 is not personalized. In this embodiment, the digital memorabiliamay be merely autographed, include a generic non-personalized message,or a combination thereof by the digital memorabilia signor to form thegenerated digital memorabilia 1903. Because the generated digitalfantasy sports memorabilia 1903 is not personalized, e.g., writtenand/or addressed directly to someone and/or includes video addresseddirectly to someone, it can be shared with anyone participating infantasy sports platforms/leagues. For example, generated digital fantasysports memorabilia 1903 can be traded with other players in the samefantasy league 1908, or alternatively, generated digital fantasy sportsmemorabilia 1903 may be traded between leagues to a person desiring thismemorabilia. When traded to someone either in the same or a differentleague, this memorabilia may be further customized by the acquirer byaltering team logo, color, uniform, or any combination thereof. Incertain aspects, limitations to sharing and trading exist. For example,generated digital fantasy sports memorabilia 1903 may be shared withonly one user at a time, one league at a time, or a combination thereof,as there will be only one iteration of the generated digital fantasysports memorabilia 1903. In this aspect, the generated digital fantasysports memorabilia may include a digital watermark that displays whetherthis memorabilia has been shared and/or traded, and this memorabilia mayfurther include a message stating that this shared and/or tradedmemorabilia cannot be traded again. This feature prevents duplicationand subsequent devaluation of the generated digital fantasy sportsmemorabilia.

Referring specifically to FIG. 21, an athlete may digitally autograph adigital jersey, a digital trading card, a digital photograph (e.g., adigital fantasy sports jersey, a digital fantasy sports trading card,etc.), or any combination thereof resulting in generated digital fantasysports memorabilia 1903 that is first authenticated as disclosed above,then communicated to media device 1705. Then the generated digitalmemorabilia 1903 can subsequently be traded between teams 1909 in thesame fantasy league, or alternatively, this generated digital fantasysports memorabilia 1903 can be traded between different fantasy leagues,as shown for example by 1807 in FIG. 19. As alluded to above, tradingand/or sharing this generated digital fantasy sports memorabilia 1903 ispreferably limited to only one occurrence to prevent duplication andsubsequent devaluation of this generated digital fantasy sportsmemorabilia and to further maintain the athlete's right of publicity. Incertain aspects, the generated digital fantasy sports memorabilia may befinalized and unalterable when trading and/or sharing this digitalfantasy sports memorabilia between fantasy sports leagues. However, whentrading and/or sharing this memorabilia between teams in the sameleague, this memorabilia may be altered by adopting any virtual team'slogo, color, specialty uniform, or any combination thereof (collectively1909).

With any of the generated digital memorabilia 1703, 1903, thismemorabilia can also be used in a rewards or incentive program theathlete, team, or league may choose to create, subject to appropriatelaws, rules, and regulations. These rewards and/or incentives mayinclude, but are not limited to, receipt of other digital fantasy sportsmemorabilia, team points, players from other's rosters, or anycombination thereof.

In one embodiment of the invention an athlete signs a real world digitaltrading card with the athlete's image on it. This personalization isthen added to the fan's virtual team card of the same player.

In another embodiment, the athlete autographs his digital trading cardfor a fan, and the personalized image is shared across multiple fantasysports leagues the fan participates in.

In another embodiment, a video clip (a specific play or series perhaps)is autographed by the player in digital media. The autographed videoclip is then shared with the fan's fantasy sports league as well.

In one embodiment, athletes use autographed or personalized digitalmemorabilia is used in a fantasy sports league as part of a rewards andincentive program, a gift program, or a combination thereof.

In another embodiment, the generated digital fantasy sports memorabilia103, 303 is time coded so that it expires and/or disappears at a presettime, for instance at the end of the real-sport season or monthly orweekly or even on a daily basis.

In another embodiment, the preset expiration of autographed orpersonalized digital memorabilia can be delivered and displayed throughpopular messaging applications (Snapchat, Message Me, Kik, etc.).

Also disclosed is a system for generating digital fantasy sportsmemorabilia, the system including: a memory for storing executableinstructions; a processor for executing the executable instructions, theexecutable instructions comprising: a content module that: provides adigital fantasy sports memorabilia to a digital fantasy sports signor,the digital fantasy sports memorabilia selected from the groupconsisting of a digital fantasy sports photograph, a digital fantasysports jersey, or a combination thereof; receives at least one of anelectronic signature or an electronic written message from the digitalfantasy sports memorabilia signor, and optionally configured to receivea voice message from the digital fantasy sports memorabilia signor; anembedding module that embeds at least one of an electronic signature oran electronic written message from the digital fantasy sportsmemorabilia signor into the digital fantasy sports memorabilia togenerate generated digital fantasy sports memorabilia; a storage modulethat stores the generated digital fantasy sports memorabilia; and adelivery module that delivers the generated digital fantasy sportsmemorabilia to a digital fantasy sports memorabilia receiver, wherein:the content module sends the electronic signature or electronic writtenmessage to a verification service that verifies authenticity of theelectronic written message or electronic signature of the generateddigital memorabilia by generating a scoring number associated withdigital fantasy sports memorabilia signor identification verification inwhich the electronic signature or the electronic written message mustachieve at least a 90% confidence level based on an X,Y arraycoordinates including a statistical comparison of velocity betweencoordinates and relative position of points between coordinates and thevoice message must achieve at least a 90% confidence level based onamplitude and frequency when compared to reference samples.

In yet another aspect, disclosed is a non-transitory computer readablemedium embodying a program executable in a computing device forgenerating digital fantasy sports memorabilia, the program including:(a) a program code for providing a digital fantasy sports memorabiliasignor with a digital photograph (e.g., a photograph of the signor inthe signor's actual team jersey), digital fantasy sports photograph, adigital fantasy sports jersey, or a combination thereof; (b) a programcode for receiving an electronic signature, an electronic writtenmessage, or a combination thereof from the fantasy sports digitalmemorabilia signor to be embedded in the digital fantasy sportsphotograph, the digital fantasy sports jersey, or a combination thereof;(c) a program code optionally receiving a voice message from the digitalfantasy sports memorabilia signor to also be embedded in the digitalfantasy sports photograph, the digital fantasy sports jersey, or thecombination thereof; (d) a program code for embedding the electronicsignature, the electronic written message, or a combination thereof fromthe digital fantasy sports memorabilia signor into the digital fantasysports photograph, the digital fantasy sports jersey, or a combinationthereof to form the generated digital fantasy sports memorabilia;wherein the generated digital fantasy sports memorabilia optionallyincludes the voice message in the digital fantasy sports photograph; (e)a program code for sending the generated digital fantasy sportsmemorabilia including the electronic signature, the electronic writtenmessage, or a combination thereof to a verification service to verifyauthenticity of the electronic signature and electronic written messagein the generated digital fantasy sports memorabilia; and (f) a programcode for delivering the generated digital fantasy sports memorabilia toa digital fantasy sports memorabilia receiver in real time or uponrequest.

The foregoing description provides embodiments of the invention by wayof example only. It is envisioned that other embodiments may performsimilar functions and/or achieve similar results. Any and all suchequivalent embodiments and examples are within the scope of the presentinvention and are intended to be covered by the appended claims.

It is noteworthy that any hardware platform suitable for performing theprocessing described herein is suitable for use with the embodimentsprovided herein. Computer-readable storage media refer to any medium ormedia that participate in providing instructions to a central processingunit (CPU), a processor, a microcontroller, or the like. Such media maytake forms including, but not limited to, non-volatile and volatilemedia such as optical or magnetic disks and dynamic memory,respectively. Common forms of computer-readable storage media include afloppy disk, a flexible disk, a hard disk, magnetic tape, any othermagnetic storage medium, a CD-ROM disk, digital video disk (DVD),Blu-ray Disc (BD), any other optical storage medium, RAM, PROM, EPROM,EEPROM, FLASH memory, and/or any other memory chip, module, orcartridge.

The foregoing description provides embodiments of the invention by wayof example only. It is envisioned that other embodiments may performsimilar functions and/or achieve similar results. Any and all suchequivalent embodiments and examples are within the scope of the presentinvention and are intended to be covered by the appended claims.

What is claimed is:
 1. A method for generating digital memorabiliacomprising: (a) providing a memorabilia signor with a digitalphotograph, a digital sports jersey, or a combination thereof; (b)receiving an electronic signature, an electronic written message, or acombination thereof from the digital memorabilia signor to be embeddedin the digital photograph, the digital sports jersey, or the combinationthereof; (c) concurrently with, following step (b), or optionally,receiving a video message from the digital memorabilia signor to also beembedded in the digital photograph, the digital sports jersey, or thecombination thereof; (d) embedding the electronic signature, theelectronic written message, or a combination thereof from the digitalmemorabilia signor into the digital photograph, the digital sportsjersey, or a combination thereof to form generated digital memorabilia;wherein the generated digital memorabilia optionally includes the videomessage embedded in the generated digital memorabilia; (e) sending thegenerated memorabilia including the electronic signature, the electronicwritten message, or the combination thereof and the video message, ifpresent, to a verification service to verify authenticity of theelectronic signature, electronic written message, or a combinationthereof in the generated digital memorabilia; and (f) after verifyingauthenticity of the electronic signature, the written message, or acombination thereof in the generated memorabilia, delivering thegenerated memorabilia to a digital memorabilia receiver in real time, or(g) storing the generated digital memorabilia for delivery to thedigital memorabilia receiver upon request.
 2. The method of claim 1,wherein verification comprises verifying authenticity of the electronicsignature and/or electronic written message of the generated memorabiliaby generating a scoring number associated with digital memorabiliasignor identification verification in which the electronic signature andthe electronic written message must achieve at least a 95% confidencelevel based on an X,Y array coordinates including a statisticalcomparison of velocity between coordinates and relative position ofpoints between coordinates and the video message, if present, mustachieve at least a 90% confidence level based on facial recognition whencompared to reference samples of the digital memorabilia signor.
 3. Themethod of claim 2, wherein the electronic signature and/or theelectronic written message must achieve at least a 95% confidence levelbased on an X,Y array coordinates including a statistical comparison ofvelocity between coordinates and relative position of points betweencoordinates and the video message, if present, must achieve at least a95% confidence level based on facial recognition when compared toreference samples of the digital memorabilia signor.
 4. The method ofclaim 3, further comprising generating a certificate of authenticity forthe generated digital memorabilia including the percentage of confidenceof authenticity.
 5. The method of claim 2, wherein the electronicsignature and the electronic written message must achieve at least a 99%confidence level based on an X,Y array coordinates including astatistical comparison of velocity between coordinates and relativeposition of points between coordinates and wherein the video message, ifpresent, must achieve at least a 99% confidence level based on facialrecognition when compared to reference samples of the digitalmemorabilia signor.
 6. The method of claim 2, wherein audio is includedin the voice message, if present, and must achieve at least a 95%confidence level based on amplitude and frequency when compared to audioreference samples of the digital memorabilia signor.
 7. The method ofclaim 1, further comprising monitoring at least one of an electronicsignature, a voice message, or an electronic written message by amonitoring agent.
 8. The method of claim 7, wherein the generateddigital memorabilia is delivered to the digital memorabilia receiverbased at least in part on the monitoring agent.
 9. The method of claim1, further comprising modifying by the digital memorabilia receiverafter receiving the generated memorabilia, the generated memorabilia toinclude unique indicia consisting of colors, logos, digital fantasysports colors, digital fantasy sports logos, or a combination thereof.